Rogue
Base Class: Rogue

In the early nights of the wars of the mortal races buried deep in the recesses of creation lied the art of mystical inks being inlaid into the skin of those that were worthy of the ink. The origins of the ink is still a mystery to this day and many speculate it came from Asmodeus himself, some speculate that an angel from the heavens bestowed the ink to level the playing field. Regardless of how the ink was found, or came to be, the one thing that is understood that not everyone can bare the ink in their skins, and often times a new recruit to the line are killed in the process of applying the ink. 

In the early days it was said that rival houses had access to the inks that allowed a multitude of warriors to brand their skins with the power of the inks, but as it would turn out that in present times the inks are exclusive to an order of assassins that are for hire to many different crime syndicates, crown, or just the highest bidder. No one outside the order of the Assassins truly understands the properties of the inks or how they even work.

The inks has a price, the powers given to the assassins come at a cost. The more tattoos the assassin gets the deeper into madness the assassin falls into. There is always a cost to power, originally the assassins were your common rogues that wanted more, much like warlocks they apply these tattoos to gain that power. Although unlike the Warlocks their Inks are not patrons and they do not request favors or demand servitude in some cases. No no the ink takes more, as the inks becomes more prevalent in the skin it draws on the mind of the assassins. Each assassin is regulated to a certain amount of tattoos that will keep them from going completely mad and insane. Although that doesn't mean that one can not go beyond and when this happens the assassins become unstable. Much of the order despite the ideals that they kill for money or favor or trade, believe in balance, in fact it is their most important teachings. When an assassin starts to delve to deep into the ink; or called an Inked mind, they hunt the assassin till he no longer drawls breath. 

Inked Mind effects

When a Tattooed assassin goes beyond their mental means they start to develop mental afflictions that can not be cured by magic, unless the tattoo is either carved out or pulled out of the skin through magical means. In addition the Assassin also loses the following. 

 

Extra Tattoo 

Effects  

Secondary effects 

1 

 

Derangement 

2 

-1 to Either Int or Wis Score 

 

3 

-1 to Int and Wis Score 

Derangement 

4 

-2 to Int and Wis Score 

 

5 

-3 to Either Int or Wis Score 

Derangement 

6+  

-4 to Int and Wis Score 

Derangement  

 

Being reduced to a 0 in any stat kills the character, DM's should not encourage additional tattoos, and should impose serious Derangement's and enforce the severity of trading ones soul and mind for power. After the second extra Tattoo, through mystical senses the Order can sense the assassin with in 10 miles of their location.  It is at that time the Assassin becomes hunted by the order.

When you set out from the order you have enough ink to create the given tattoos you gain through leveling up. Taking additional tattoos will require you obtaining additional vials of Mystic ink eventually down the line. It is the DM's desecration if you pay for additional or you are given, if forced to pay one vial runs 500 gold pieces.  

Scribe Ink

At 3rd level, the tattoo assassin has studied the art of tattooing and with that has become proficient with the tools of the trade. All mystical tattoos must be inked with the mystical Ink and has a gold cost to them and takes 1 hour to preform regardless of size. All of which would have to be done by a member of the tattooed assassin society. 

  • small - 10 gold
  • medium - 50 gold
  • large - 100 gold
  • Massive 1000 gold

Mystic Tattoos

Starting at 3rd level, you have gained your first set of magical tattoos. Choose 3 tattoos as listed at the end of this class description. You gain one additional tattoo at 6th, 9th, 12th, 15th, and 18th levels. If a tattoo has prerequisites, you must meet them in order to have it applied. You can gain a tattoo at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

You can activate one of your tattoos by using your bonus action to touch it and activate its effects. If you are not able to physically touch the tattoo, then you must use your action instead of your bonus action.  

You can activate your tattoos a number of times equal to your Intelligence modifier. You gain 1 additional activation at 6th, 9th, 12th, 15th, and 18th levels. You regain all expended uses after completing a short or long rest.

Tattoos last until dismissed or till you start a long rest, unless otherwise stated. 

The Body can only hold so many tattoos therefore all the tattoos are broken up into 4 categories; The Maximum amount of tattoos you can obtain with out triggering the Inked Mind is represented by the tattoos given to you at the particular level, ergo Three at 3rd, Four at 6th, Five at 9th, Six at 12th, Seven at 15th, Eight at 18th. Because of the Magical properties it takes time to condition the body to be able to withstand the effects of the ink, see Inked Mind Affects for taking on Additional tattoos. 

  • small
  • medium
  • large
  • Massive

Amount of Tattoos per size

  • Small - Average size 1 in - 2 in. Unlimited
  • Medium - Average size 3 in - 5 in. - 8 total
  • Large - Sleeve size ( generally takes up a Forearm or upper arm or calf or leg or chest ) 4 total
  • Massive - Full back Piece or full frontal chest area - up to 2 max, but generally one 

You and your DM should sit down and discuss what you feel is possible. Alternatively, the base 35 tattoos that are presented here are a starting point and guide line, you and your DM can create additional tattoos as you see fit at your table. 

Additionally, you can gain additional mystical tattoos beyond the ones you already gain, just remember any additional tattoos you decided to get is more than your body can handle and therefore starts having adverse affects on you. Refer to the chart in the main body of the class description for adverse affects of additional tattoos. Discuss with your DM how many tattoos can fit in one places, like arms, it is important to think about the location of the tattoos, you don't want a powerful heal on your back where you can't touch it and it take a long time for it to activate. 

Below is a List of Tattoos in accordance to Level and Size 

Size 

3rd 

6th 

9th 

12th 

Small 

Magical Weapon Precision 

Fleet of foot 

Heal 

Rodent friendship 

Feather Friends 

There is no distance 

Knightly Defense 

Swarm 

 

 

 

       ------------- 

 

Medium 

 

       -------------- 

Sinister strike 

Hidden Knowledge 

Wyld Companion 

 

Elemental Weapon 

Healing Major 

Natures Protector 

 

 

 

Large 

       ------------- 

    ----------------- 

Recall Weapon 

Breath without Air 

Beckon Monster 

 

Monster Slayer 

Life Drinker 

Third Eye 

Hasty Heart 

Conjure Monster 

Shadow Step 

 

 

 

 

Massive 

       ------------- 

     --------------- 

 

 

 

Size 

15th  

18th  

Small 

 

 

Medium 

 

 

Large 

Unbound Strength 

Turn Undead 

Fury of Air 

Weave of Obscurity 

False Reality 

Healing Burst 

 

Massive 

 

Death Touch 

Flight of the Valkyries 

Mask of a Thousand Faces 

Call to a Higher Power 

Duplicitous Strike 

Beckon Monster

Prerequisites: 9th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 3d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. You may take this Tattoo as many times as you like at higher levels, adding additional monsters to your arsenal.

You can call forth a Monstrous or Beast CR 4 or below

 

Beckon Monster Additional

Prerequisites: 9th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 3d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. 

You can call forth a Monstrous or Beast CR 4 or below. 

Beckon Monster Additional

Prerequisites: 9th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 3d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. 

You can call forth a Monstrous or Beast CR 4 or below. 

Beckon Monster Additional

Prerequisites: 9th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 3d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. 

You can call forth a Monstrous or Beast CR 4 or below. 

Breath without air

Prerequisites: 9th Level; Large Tattoo

The tattoo resembles a shark or dolphin, when activated you no longer require air to breath, in addition you gain a swim speed equal to your base movement, this effect last for 1 hour.

 

Call to a Higher power

Prerequisites: 18th level, Massive Tattoo

The Tattoo resembles either a Dragon, Angel or Fiend, Once a day, until the end of your next turn, as an action call forth a being that fights for you by your side or can save you, it may also act on the turn it was summoned and acts on your turn thereafter. When you summon the being, it has to fit in the area you are currently in. Another words you can not summon an adult bronze dragon into a 6 by 6 by 12 foot room. After the duration the creature fades away into an inky cloud. The creatures that are summoned are not the actual creatures and there fore do not share their Legendary status, but do possess all the other abilities. 

depending on the chosen higher power use the following stats 

Adult Brass Dragon - Dragon

Planetar - Angel

Titivilus - Fiend

 

Conjure Monster

Prerequisites: 12th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 5d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. You may take this Tattoo as many times as you like at higher levels, adding additional monsters to your arsenal. 

Call forth a Monstrous or Beast CR 6 or below.

 

Conjure Monster Additional

Prerequisites: 12th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 5d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. 

call forth a Monstrous or Beast CR 6 or below. 

Conjure Monster Additional

Prerequisites: 12th Level; Large Tattoo

The Tattoo resembles a Monstrous creature in wrist shackles, when activated the creature obeys all commands of the assassin and can attack the turn they are formed, this activation requires you to use your action to summon it and requires your bonus action to cause it to attack. If you do not command it the creature will do what it can to defend you, taking a hits for you. The monster you summon does not resemble the creature it represents, rather it is covered in black wispy ink trails that flow around its body as if it were liquid. When the monsters dies the assassin takes 5d6 worth of damage, as the ink forces its way into your skin. The monster can stay around for 1 minute, if the duration ends naturally or the Assassin ends the effect he does not take any damage. 

Call forth a Monstrous or Beast CR 6 or below.

 

Death Touch

Prerequisites: 18th level, Massive Tattoo

The Tattoo resembles a Grim Reaper with an outstretched hand, Once a day as Reaction, you may cause your tattoos to burst forth into the targets body suffering the same fate as those that are unable to receive the tattoos, if they have less than 100 Hit Points the target dies instantly. If the target has more than 100 hit points nothing happens to them.

 

Duplicitous Strike

Prerequisites: 18th level, Massive Tattoo

The Tattoo resembles a cloaked person holding two weapons in hand with four shrouded figures resembling the main person, when activated for 1 minute, roll a 1d6

  • 1 - 3 = 3 Clones
  • 3 - 5 = 4 clones
  • 6 = 5 clones

     the result is how many translucent clones you create. When you attack you are considered to have advantage, in addition deal an additional 1D6 damage per a clone created, the damage is considered to be Psychic damage. Once you activate this tattoo you must complete a Short rest before using it again. 

 

Elemental Weapon

Prerequisites: 9th Level; Medium Tattoo

The tattoo resembles a weapon colored in red, blue, white, yellow, green, when activated you choose a elemental type and your weapon now deals that chosen element along with an additional 2d6 Elemental damage. 

Choose from the following 

  • Fire
  • Cold
  • Lightning
  • Thunder
  • Poison

 

False Reality

Prerequisites: 15th level, Large Tattoo

The Tattoo resembles a Eye with an Veil over it, when activated you create an object that appears real and are ignored unless it is the focus of ones search. Anyone that would approach it will avoid contact or interacting with it unless it is what they are looking for specifically and nothing else is around that will do. Spells such as Programmed Illusion and Fabricate are good representations of what is possible (you do not need materials to complete the illusion)

The possibilities are limitless but confer with your DM, and remember the DM has final say so over how it plays out, so think carefully.

 

Feather friends

Prerequisites: 3rd Level; Small Tattoo

The tattoo resembles a small bird, when activated you gain the benefits of the Find Familiar spell, that last for one hour. 

Choose from the following Types:

  • Falcon
  • Raven
  • Black Birds
  • Sparrow

 

Fleet of Foot

Prerequisites: 3rd level; Small Tattoo

The tattoo resembles a foot with the ball of the foot pressed to a surface, when activating the tattoo the assassin gains a +5 stealth bonus and advantage on any acrobatics checks dealing with balance. The effect last for 1 minute. 

 

Flight of the Valkyries

Prerequisites: 18th level, Massive Tattoo

The Tattoo resembles a pair of Wings that covers your Back, you gain the ability of flight of 40 feet. This doesn't require activation, once you have the tattoo you have the ability of flight. 

 

Fury of Air

Prerequisites: 15th level, Large Tattoo

The Tattoo resembles three lightning bolts, when used pick an area you can see up to 60 feet, any thing in a 15 foot - radius must make a DC 17 Dexterity Saving throw or take 8d6 Lightning damage, save for half.

 

Hasty Heart

Prerequisites: 12th Level; Large Tattoo

The tattoo resembles a Heart with Wings and electricity circling it, when this tattoo becomes active you cast haste at 3rd level. 

 

Heal

Prerequisites: 3rd Level; Small Tattoo

The Tattoo is a Heart with blood dripping from it, when activated the assassin is instantly healed for 1d4 + Intelligence Modifier

 

Healing Burst

Prerequisites: 15th level, Large Tattoo

The Tattoo resembles a cloud with medic crosses in them, when activated the assassin must make a choice on weather he will receive the healing or his allies. If you choose to heal your self you return your self back to half your hit points. If you use it to heal your allies any ally that is with in 45 - foot sphere receives 20 + Int Modifier in hit points back.

 

Healing Major

Prerequisites: 9th Level; Medium Tattoo

The Tattoo resembles a heart with a crown with radiant beams of light coming from it, when activating the tattoo the assassin heals themselves for 2d8 + Intelligence Modifier.

 

Hidden Knowledge

Prerequisites: 6th Level; Medium Tattoo

The Tattoo resembles a Eye with two vertical lines through it, for the next 8 hours you can Read and Write any one language of your choice.

 

Knightly defense

Prerequisites: 6th Level; Small Tattoo

The Tattoo resembles a knight in armor, when activated for 1 minute you gain a +3 to your AC.

 

Life drinker

Prerequisites: 12th Level; Large Tattoo

The Tattoo resembles a weapon with two eyes on it, when activated the assassin chooses a weapon to apply it to, any damage dealt with that weapon until the end of your next turn returns a portion of health to you. You are healed for half the damage dealt by that imbued weapon.

 

Magical Weapon

Prerequisites: 3rd level; Small Tattoo

The tattoo is a dagger or sword with a starburst placed behind the hilt. When activating the tattoo for 1 minute, any weapon that touches your hands become magical for the purposes of over coming resistance.

 

Mask of a Thousand faces

Prerequisites: 18th level, Massive Tattoo

The Tattoo resembles a clocks person pulling two blank mask off revealing another blank mask, when activated once per a day, for one hour the assassin becomes nobody and everybody at will changing her skin height weight race. You may change your size up to two size category up and one down, you may gain up to 500 pounds or lose as much as you see fit. You are the perfect chameleon, changelings become jealous at the ease of your transformations. In order to track you ( the defender ) the tracker ( aggressor ) must keep you in sight at all times, 

Roll Stealth + 10 Advantage  vs Perception Disadvantage 

if they lose sight of you just for a second 

roll stealth + 20 Advantage vs Perception -10 Disadvantage 

Tie goes to defender

 

Monster slayer

Prerequisites: 12th Level; Large Tattoo

The tattoo resembles your choice of creature with a weapon sticking out of it covered in flames . When activated a single weapon gains 3d6 additional damage, and the assassin becomes very adept at killing his chosen targets gaining advantage on all attacks dealt with the weapon for the next minute. You must choose your preferred enemy when choosing this tattoo, in addition you can take this multiple times choosing a different enemy.

  • Humanoid
  • Monstrosity
  • Fiend
  • Giant
  • Ooze
  • plant
  • undead
  • aberration
  • beast
  • celestial
  • construct
  • Elemental
  • Fey 

Monster Slayer Additional

Prerequisites: 12th level, Large Tattoo

The tattoo resembles your choice of creature with a weapon sticking out of it covered in flames. When activated a single weapon gains 3d6 additional damage, and the assassin becomes very adept at killing his chosen targets gaining advantage on all attacks dealt with the weapon for the next minute. You must choose your preferred enemy when choosing this tattoo

  • Humanoid
  • Monstrosity
  • Fiend
  • Giant
  • Ooze
  • plant
  • undead
  • aberration
  • beast
  • celestial
  • construct
  • Elemental
  • Fey

Monster Slayer Additional

Prerequisites: 12th level, Large Tattoo

The tattoo resembles your choice of creature with a weapon sticking out of it covered in flames. When activated a single weapon gains 3d6 additional damage, and the assassin becomes very adept at killing his chosen targets gaining advantage on all attacks dealt with the weapon for the next minute. You must choose your preferred enemy when choosing this tattoo

  • Humanoid
  • Monstrosity
  • Fiend
  • Giant
  • Ooze
  • plant
  • undead
  • aberration
  • beast
  • celestial
  • construct
  • Elemental
  • Fey

 

Natures protector

Prerequisites: 9th Level; Medium Tattoo

The Tattoo resembles the a bear with Wings standing in a puddle, when activated you call forth an Ape, Bear, Orca, or Giant Eagle as per Find Familiar spell, last for 1 minute.

 

Precision

Prerequisites: 3rd Level; Small Tattoo

The tattoo is two blades crossed over each other, you may only apply one of the two effects at any given time, either a +1 to hit or +2 to AC. If the assassin activates the tattoo a second time he can change the application. You must also be wielding two weapons, to gain any of the effects. 

 

Recall weapon

Prerequisites: 9th Level; Large Tattoo

The tattoo resembles a weapon that is half missing, when activated for 1 minute any weapon you choose can be recalled to your hand by using your reaction, nothing can stop the weapon from returning to your hand. If something stands in its way the weapon simply breaks through or pushes aside. 

Type 

Person or non object  

Object : Wood, Stone, Metal 

One handed 

1d6 damage 

Instant/ 1 round/ 3 rounds 

Versatile  

2d6 damage 

Instant/ instant/ 2 rounds 

Two handed or Heavy 

3d6 damage 

Instant/ Instant/ 1 round 

 

The Weapon if going through a wall or object generally burst the object or cracks a chuck off it, if the weapon takes a series of rounds the object makes either creaking or warping sounds as it puts pressure on the object. Ultimately it is up to your DM, it is feasible that a Heavy weapon can rip a heavy metal door off its hinges making it a environmental hazard or damage source, but this should be the DMs decision.

 

Rodent Friendship

Prerequisites: 3rd Level; Small Tattoo

The tattoo resembles a mouse, when activated you gain a familiar as per the find familiar spell for the reminder of the next hour you gain the benefits of the spell. 

Choose between the following critters 

  • Rat
  • Mouse
  • Weasel/ Ferret 

 

Shadow step

Prerequisites: 12th Level; Large Tattoo

The Tattoo resembles a man stepping half way into a a black mass, when activated you may step into one shadow and appear up to 60 feet away in another shadow, this last for 1 minute.

 

Sinister Strike

Prerequisites: 6th Level; Medium Tattoo

The tattoo resembles a weapon dripping blood, when activated your next attack deals double the weapons damage dice, in case of a critical hit you would double the dice again.

 

Swarm

Prerequisites: 6th Level; Small Tattoo

The Tattoo resembles any insect of your choice with the outline of similar insects. The tattoo image you have is the insect you call forth, the insect moves in a linear line to the best of its ability, any food or soft textiles in the path are considered ruined as the insects eat through them and any one caught in the swarm only take a total of 3 piercing damage. Heroic characters may make a DC 15 Wisdom saving throw or must flee, common characters or NPCs must flee the area. The DM is finial decider as to what NPC classify as heroic NPCs, although generally these should be NPCs that have at least 1 class level.

 

The Third Eye

Prerequisites: 12th Level; Large Tattoo

The tattoo resembles three eyes in the shape of a triangle, the assassin gains the true sight for one hour.

 

There is no distance

Prerequisites: 6th Level; Small Tattoo

The Tattoo resembles any type of weapon with wings, when activated the assassin can for one attack triple the maximum range of a weapons range increments. For weapons that do not have a range increment, treat said weapons new max range as 75 feet for this power, this is the max range for one handed, for versatile it is 50 feet, and two handed or heavy it is 25 feet. 

 

Turn Undead

Prerequisites: 15th level, Large Tattoo

The Tattoo resembles a Cross, when activated roll 10D8 + Intelligence Modifier; total amount of hit points you can affect with this tattoo. All Undead with in 20 foot sphere are affected by it, the lowest hit points are affected first, if it removes all hit points the undead are turned to dust, any remaining undead take take Half your character level + Intelligence Modifier in damage. If used on a single undead that has more hit points than the 10d8 the undead takes Half the amount rolled, but does not take the secondary damage. To activate this tattoo requires you to use an action.

 

Unbound Strength

Prerequisites: 15th level, Large Tattoo

The Tattoo resembles a broken chain, when activated for the next 10 minutes your strength gains a +5 to the score, which can take your strength no higher than 22.

Weave of Obscurity

Prerequisites: 15th level, Large Tattoo

The Tattoo is an eye with a net over it, when activated the assassin becomes invisible for 10 minutes, he is unable to be detected by any means short of the spell see invisible, when someone uses the spell to try and detect the assassin use the following method 

Assassin gains a +10 on hide check versus a Perception check at Disadvantage, if the assassin ( the aggressor ) succeeds at the contested  roll the spell does not precive them. If the Assassin fails the roll the person actively looking for them (the Defender) sees a murky unclear figure in the spot of the assassin. The Defender may not understand what they are seeing but they are able to track what they see. In the case of a tie roll, tie goes to defender. 

The assassin so long as he has stayed undetected, gains the surprise round, Advantage on the first attack, in addition the assassin crits on an 18 - 20 on the dice. 

Once the assassin has attacked he may not reenter the weave of Obscurity again until he remains hidden for 2 rounds.

 

Wyld Companion

Prerequisites: 6th Level; Medium Tattoo

The tattoo resembles the animal you summon forth, when activating the tattoo you follow use the Find Familiar for 1 minute. 

Choose from the following beast:

  • Panther/ Cougar
  • Tiger
  • Wolf
  • Shark/ Dolphin

 

Inked Vison

When reaching 9th level, you have become adept at peering into darkness after spending countless hours with the inks of your tattoos. You gain darkvision out to a range of 90 feet. If you already have darkvision, the range increases by 30 feet.

Disrupting strike

At 13th level the assassin when striking a target that is concentrating on a spell forcing them to make a concentration check, they make it at disadvantage, if they have war caster they make the check as normal. if the fail the check they take 10 points of psychic damage. 

Body of Ink

As the assassin completes his master piece on his own body the skin of the assassin become malleable and takes on the fluid properties of ink it self and with the magical reinforcements of the mystical ink the tattoos have created a magical exoskeleton protecting the assassin. As an bonus action for your Intelligence Modifier in rounds you become resistant to all forms of damage. 

Once you use this ability you must complete a short or long rest before using it again. 

Previous Versions

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Tattooed Assasins Image

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